<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Gouraud shading on Learn OpenGL ES</title><link>https://www.learnopengles.com/tag/gouraud-shading/</link><description>Recent content in Gouraud shading on Learn OpenGL ES</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Wed, 28 Jul 2021 19:23:15 +0000</lastBuildDate><atom:link href="https://www.learnopengles.com/tag/gouraud-shading/index.xml" rel="self" type="application/rss+xml"/><item><title>Android Lesson Three: Moving to Per-Fragment Lighting</title><link>https://www.learnopengles.com/android-lesson-three-moving-to-per-fragment-lighting/</link><pubDate>Thu, 23 Jun 2011 04:31:42 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-three-moving-to-per-fragment-lighting/</guid><description>Welcome to the the third tutorial for Android! In this lesson, we’re going to take everything we learned in lesson two and learn how to apply the same lighting technique on a per-pixel basis. We will be able to see the difference, even when using standard diffuse lighting with simple cubes. Assumptions and prerequisites Each …</description></item><item><title>Android Lesson Two: Ambient and Diffuse Lighting</title><link>https://www.learnopengles.com/android-lesson-two-ambient-and-diffuse-lighting/</link><pubDate>Wed, 15 Jun 2011 01:20:04 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-two-ambient-and-diffuse-lighting/</guid><description>Welcome to the second tutorial for Android. In this lesson, we’re going to learn how to implement Lambertian reflectance using shaders, otherwise known as your standard diffuse lighting. In OpenGL ES 2, we need to implement our own lighting algorithms, so we will learn how the math works and how we can apply it to …</description></item></channel></rss>